Abstract
Kavita Bala: Scalable illumination and textures for high-complexity scenes
In this talk I will present our latest research on scalable
rendering for high-complexity scenes. Scene complexity continues to grow in
computer graphics, driven by the availability of acquisition devices such as scanners
and cameras. Applications such as massively-multiplayer games (MMPs), movies,
surgical training, architectural renderings, all require robust algorithms for
rendering high-complexity scenes. However, these applications currently must
restrict themselves to low-quality rendering models and simple scene
representations. Additionally, these applications currently require extensive
manual intervention to achieve their goals. Scalable, robust illumination
algorithms are required for the complex scenes rendered in these applications.
While geometric level-of-detail algorithms abound, level-of-detail algorithms
for illumination in complex scenes have not been explored.
In this talk I will describe our recent research on scalable illumination for
high-quality rendering. Multi-dimensional lightcuts is a scalable rendering
algorithm for high-quality illumination. This approach efficiently supports
disparate rendering effects such as motion blur, global illumination, and depth
of field, in one unified framework. The cost of state-of-the-art techniques is
linear in the number samples required to compute each effect. In contrast, multidimensional
lightcuts is sublinear (nearly constant), thus achieving 15x speedup and better
quality over the fastest alternative (Metropolis).
I will also briefly describe other research from my group on interactive cinematic
relighting, and texture representation and synthesis. I will conclude with a
discussion of future plans in several areas of interest: scalable rendering,
parallelizing graphics for multicore technologies, and rendering to
heterogeneous displays.
Joint work with: Adam Arbree, Milos Hasan, Ganesh Ramanarayanan, Bruce Walter